// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

#ifndef CC_ANIMATION_ANIMATION_PLAYER_H_
#define CC_ANIMATION_ANIMATION_PLAYER_H_

#include <unordered_map>
#include <unordered_set>
#include <map>
#include <algorithm>
#include <vector>

#undef max
#undef min

#include "base/macros.h"
#include "base/memory/ref_counted.h"
#include "base/time/time.h"
#include "cc/animation/animation.h"
#include "cc/animation/animation_curve.h"
#include "cc/animation/animation_export.h"
#include "cc/animation/element_animations.h"
#include "cc/trees/element_id.h"

namespace cc {

class AnimationDelegate;
class AnimationEvents;
class AnimationHost;
class AnimationTimeline;
struct AnimationEvent;
struct PropertyAnimationState;

// An AnimationPlayer owns all animations to be run on particular CC Layer.
// Multiple AnimationPlayers can be attached to one layer. In this case,
// they share common ElementAnimations so the
// ElementAnimations-to-Layer relationship is 1:1.
// For now, the blink logic is responsible for handling of conflicting
// same-property animations.
// Each AnimationPlayer has its copy on the impl thread.
// This is a CC counterpart for blink::AnimationPlayer (in 1:1 relationship).
class CC_ANIMATION_EXPORT AnimationPlayer
    : public base::RefCounted<AnimationPlayer> {
public:
    static scoped_refptr<AnimationPlayer> Create(int id);
    scoped_refptr<AnimationPlayer> CreateImplInstance() const;

    int id() const { return id_; }
    ElementId element_id() const { return element_id_; }

    // Parent AnimationHost. AnimationPlayer can be detached from
    // AnimationTimeline.
    AnimationHost* animation_host() { return animation_host_; }
    const AnimationHost* animation_host() const { return animation_host_; }
    void SetAnimationHost(AnimationHost* animation_host);

    // Parent AnimationTimeline.
    AnimationTimeline* animation_timeline() { return animation_timeline_; }
    const AnimationTimeline* animation_timeline() const
    {
        return animation_timeline_;
    }
    void SetAnimationTimeline(AnimationTimeline* timeline);

    // ElementAnimations object where this player is listed.
    scoped_refptr<ElementAnimations> element_animations() const
    {
        return element_animations_;
    }

    void set_animation_delegate(AnimationDelegate* delegate)
    {
        animation_delegate_ = delegate;
    }

    void AttachElement(ElementId element_id);
    void DetachElement();

    void AddAnimation(std::unique_ptr<Animation> animation);
    void PauseAnimation(int animation_id, double time_offset);
    void RemoveAnimation(int animation_id);
    void AbortAnimation(int animation_id);
    void AbortAnimations(TargetProperty::Type target_property,
        bool needs_completion);

    void PushPropertiesTo(AnimationPlayer* player_impl);

    void Tick(base::TimeTicks monotonic_time);
    void UpdateState(bool start_ready_animations, AnimationEvents* events);

    void UpdateTickingState(UpdateTickingType type);
    void RemoveFromTicking();

    // AnimationDelegate routing.
    bool NotifyAnimationStarted(const AnimationEvent& event);
    bool NotifyAnimationFinished(const AnimationEvent& event);
    bool NotifyAnimationAborted(const AnimationEvent& event);
    void NotifyAnimationTakeover(const AnimationEvent& event);
    bool NotifyAnimationFinishedForTesting(TargetProperty::Type target_property,
        int group_id);

    // Returns true if there are any animations that have neither finished nor
    // aborted.
    bool HasTickingAnimation() const;

    // Returns true if there are any animations at all to process.
    bool has_any_animation() const { return !animations_.empty(); }

    bool needs_push_properties() const { return needs_push_properties_; }
    void SetNeedsPushProperties();

    bool HasNonDeletedAnimation() const;

    bool needs_to_start_animations() const { return needs_to_start_animations_; }

    void StartAnimations(base::TimeTicks monotonic_time);
    void PromoteStartedAnimations(base::TimeTicks monotonic_time,
        AnimationEvents* events);
    void MarkAnimationsForDeletion(base::TimeTicks monotonic_time,
        AnimationEvents* events);
    void TickAnimations(base::TimeTicks monotonic_time);
    void MarkFinishedAnimations(base::TimeTicks monotonic_time);

    // Make animations affect active elements if and only if they affect
    // pending elements. Any animations that no longer affect any elements
    // are deleted.
    void ActivateAnimations();

    bool HasFilterAnimationThatInflatesBounds() const;
    bool HasTransformAnimationThatInflatesBounds() const;

    bool TransformAnimationBoundsForBox(const gfx::BoxF& box,
        gfx::BoxF* bounds) const;
    bool HasOnlyTranslationTransforms(ElementListType list_type) const;
    bool AnimationsPreserveAxisAlignment() const;

    // Sets |start_scale| to the maximum of starting animation scale along any
    // dimension at any destination in active animations. Returns false if the
    // starting scale cannot be computed.
    bool AnimationStartScale(ElementListType list_type, float* start_scale) const;

    // Sets |max_scale| to the maximum scale along any dimension at any
    // destination in active animations. Returns false if the maximum scale cannot
    // be computed.
    bool MaximumTargetScale(ElementListType list_type, float* max_scale) const;

    // Returns true if there is an animation that is either currently animating
    // the given property or scheduled to animate this property in the future, and
    // that affects the given tree type.
    bool IsPotentiallyAnimatingProperty(TargetProperty::Type target_property,
        ElementListType list_type) const;

    // Returns true if there is an animation that is currently animating the given
    // property and that affects the given tree type.
    bool IsCurrentlyAnimatingProperty(TargetProperty::Type target_property,
        ElementListType list_type) const;

    bool HasElementInActiveList() const;
    gfx::ScrollOffset ScrollOffsetForAnimation() const;

    // Returns the animation animating the given property that is either
    // running, or is next to run, if such an animation exists.
    Animation* GetAnimation(TargetProperty::Type target_property) const;

    // Returns animation for the given unique animation id.
    Animation* GetAnimationById(int animation_id) const;

    void GetPropertyAnimationState(PropertyAnimationState* pending_state,
        PropertyAnimationState* active_state) const;

    // When a scroll animation is removed on the main thread, its compositor
    // thread counterpart continues producing scroll deltas until activation.
    // These scroll deltas need to be cleared at activation, so that the active
    // element's scroll offset matches the offset provided by the main thread
    // rather than a combination of this offset and scroll deltas produced by
    // the removed animation. This is to provide the illusion of synchronicity to
    // JS that simultaneously removes an animation and sets the scroll offset.
    bool scroll_offset_animation_was_interrupted() const
    {
        return scroll_offset_animation_was_interrupted_;
    }

private:
    friend class base::RefCounted<AnimationPlayer>;

    explicit AnimationPlayer(int id);
    ~AnimationPlayer();

    void SetNeedsCommit();

    void RegisterPlayer();
    void UnregisterPlayer();

    void BindElementAnimations();
    void UnbindElementAnimations();

    void AnimationAdded();

    void MarkAbortedAnimationsForDeletion(
        AnimationPlayer* animation_player_impl) const;
    void PurgeAnimationsMarkedForDeletion();
    void PushNewAnimationsToImplThread(
        AnimationPlayer* animation_player_impl) const;
    void RemoveAnimationsCompletedOnMainThread(
        AnimationPlayer* animation_player_impl) const;
    void PushPropertiesToImplThread(AnimationPlayer* animation_player_impl);

    using Animations = std::vector<std::unique_ptr<Animation>>;
    Animations animations_;

    AnimationHost* animation_host_;
    AnimationTimeline* animation_timeline_;
    // element_animations isn't null if player attached to an element (layer).
    scoped_refptr<ElementAnimations> element_animations_;
    AnimationDelegate* animation_delegate_;

    int id_;
    ElementId element_id_;
    bool needs_push_properties_;
    base::TimeTicks last_tick_time_;

    // Only try to start animations when new animations are added or when the
    // previous attempt at starting animations failed to start all animations.
    bool needs_to_start_animations_;

    // This is used to ensure that we don't spam the animation host.
    bool is_ticking_;

    bool scroll_offset_animation_was_interrupted_;

    DISALLOW_COPY_AND_ASSIGN(AnimationPlayer);
};

} // namespace cc

#endif // CC_ANIMATION_ANIMATION_PLAYER_H_
